Have you done anything special, pressed a key? I can't explain why the text object was null.

I think I just hammered away a block to complete the level. The previous problem could have left some residue and caused this. I reproduced the "pressing key at restart" twice in a row and then the game locked up the whole browser, and had to be killed via taskmanager, so something isn't cleaned out after the crash. So this might never happen if the other problem is solved.

Having played it a bit more, I sort of wanted a drop key, or possibly let the down/s key make the blocks move a bit faster.

jojoh, I can't wait to upload my game on games4j.com! I'll do that once I've fixed the bugs + other enhancements/bugs already done.

Great!

The game is first accepted into the incubator section of games4j.com, and it is very easy to update the files there if you want. Could also be useful if you want to try out the highscore api for example. (Hint!)

Just to let you know that version 0.56 was uploaded on my site and on gamejolt.com. Here is the list of changes:- many bug fixes- removed menu music. Might add a new one later.- performance improvements concerning background rendering- new backgrounds and each level is different than the previous one- credits screen updated with artists

For those who found bugs, please try the new version and tell me if you can still repro them.

Hi , here are the features of version 0.57:- Cool new backgrounds!- Right mouse button now drop the falling drop piece (drop button still supported).- Faster start-up time.- Menu items are bigger.- New font (fixes bad characters issue)- Various bug fixes: - block overflow in tutorial 2 - block over knife when block is cut. - player can move falling piece before level start - disabling music crashes the game later on

I have only tried it briefly, but one thing I noticed was that the mouse cursor flickers quite a bit when you move it. There is a rectangle extending to the right and down, about twice the size of the cursor image, that contains garbage. While holding mouse still it is OK. It even messed with the look of the mouse outside of the applet window for a brief moment.

I tried it both on games4j.com and your site, but I guess they are identical. Have not yet cleaned the java cache. Not sure if that could be a problem...

Thanks! Note that I didn't create the backgrounds, I only cropped/resized them to fit the game needs. The majority of the graphics were taken from Flicker. They all have a common creative licence with attribution restriction only. You can take a look at the artists in the credit screen. Nonetheless I chose the graphics myself (self-flattery).

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I have only tried it briefly, but one thing I noticed was that the mouse cursor flickers quite a bit when you move it.

I've never seen this bug. What's your hardware config? Do you have this bug in all the browsers? Any stack trace in the Java console? Could you clear the plug-in cache just to make sure it's not the cause?

I've never seen this bug. What's your hardware config? Do you have this bug in all the browsers? Any stack trace in the Java console? Could you clear the plug-in cache just to make sure it's not the cause?

Nope, this was new to me as well. Everything else was working fine, and I could play the game, but it was just a little bit annoying with the flicker. That was on a laptop with an intel GFX card if memory serves me right, but I have tested I-builder before without problems. I tried it on a desktop with ATI card and works just fine here. I don't have the laptop here, but I will test clearing the cache later on. My gut feeling tells me it is an OpenGL - intel - special case thing. Maybe check with lwjgl and/or slick ppl to see if they know any about this. Might be a pain to debug stuff that doesn't produce stacktraces or something else tangible.

Wanted to try it out but got an exception right as the applet started...

org.lwjgl.LWJGLException: Pixel format not accelerated at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:180) at org.lwjgl.opengl.Display.createWindow(Display.java:308) at org.lwjgl.opengl.Display.create(Display.java:839) at org.lwjgl.opengl.Display.create(Display.java:767) at org.lwjgl.opengl.Display.create(Display.java:748) at org.newdawn.slick.AppletGameContainer$ContainerPanel.createDisplay(AppletGameContainer.java:197) at org.newdawn.slick.AppletGameContainer$ContainerPanel.start(AppletGameContainer.java:216) at org.newdawn.slick.AppletGameContainer$1.run(AppletGameContainer.java:95)

Wanted to try it out but got an exception right as the applet started...

org.lwjgl.LWJGLException: Pixel format not accelerated at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:180) at org.lwjgl.opengl.Display.createWindow(Display.java:308) at org.lwjgl.opengl.Display.create(Display.java:839) at org.lwjgl.opengl.Display.create(Display.java:767) at org.lwjgl.opengl.Display.create(Display.java:748) at org.newdawn.slick.AppletGameContainer$ContainerPanel.createDisplay(AppletGameContainer.java:197) at org.newdawn.slick.AppletGameContainer$ContainerPanel.start(AppletGameContainer.java:216) at org.newdawn.slick.AppletGameContainer$1.run(AppletGameContainer.java:95)

That error usually means that you don't have OpenGL available on your machine.

The game is pretty good so far. I've done a couple of levels, and am planning on completing the whole thing, but I would just like a bit more clarification on a couple of things I thought weren't completely addressed. First off, is there a keyboard key for dropping the block? This part might have been in the directions, but I accidently skipped through some instruction and had no way of replaying it. It seems like there should be, since the drop button is very inconvenient to use.

The only other problem I ran into was learning how to switch tools. I'm posting this while playing the tree level and the game automatically provides the block mover tool. This seems handy, but I was unable to win because I had one block out of place, and moving it around didn't solve anything.

Also, is there a way to store blocks for later use? This functionality might be removed from the level I'm on, but it seems like something that should always be present.

One thing that really jumped out at me is the smoothness of the overall design, especially the way the game handles transitions and such. The textures, backgrounds, and sound effects you used were pretty good. The only thing I would chane regarding these aspects is the initial spiraling background, which made me a bit nauseous. If you were to slow the rotation down a bit, I bet it’d be a lot more complimentary, rather than detrimental to the over all effect.

Yes, use the right mouse button. I think I forgot to mention it in the tutorials and in the instructions.

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The only other problem I ran into was learning how to switch tools.

Ha! This isn't allowed for now; it's by design. I plan to have future levels where you'll switch the tool by clicking the proper icon on the right side. The reason it isn't allowed now is to keep game play as simple as possible since there's already a lot of controls for a casual game.

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This seems handy, but I was unable to win because I had one block out of place, and moving it around didn't solve anything.

You should have used the trash can at your right. You click it with the removed block. It should be explained at the beginning of the level.

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Also, is there a way to store blocks for later use? This functionality might be removed from the level I'm on, but it seems like something that should always be present.

I've been thinking this aspect many times but wasn't sure it was necessary. And this poses a control issue; how do you map this functionality? If you come up with a good suggestion that I'll probably implement it.

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If you were to slow the rotation down a bit, I bet it’d be a lot more complimentary, rather than detrimental to the over all effect.

complimentary? I don't really understand. But no problem, I'll slow down the rotation speed.

Thanks for the feedback. I'll wait for the rest concerning the other levels.

Did you check my feedback about Cremelian Wars X?

EDIT: Where did you play? On my site I see 1 play for only 10 secs. I'm wondering if the reported time is accurate.

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